;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
10      ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
6       ; Monarchy  pays support for all units past this
8       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
1       ; Fundamentalism loses this % of science
1       ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
9       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Deflector Gear,         6,-2,  PT,  nil, 1, 3    ; AFl         0
Railway Transport,      6,-2,  Bri, nil, 0, 2    ; Alp
Stormtrooper Assault,   7,-2,  Inv, Gen, 0, 4    ; Amp
Chemical Industries,    4, 1,  Bri, E1,  3, 1    ; Ast
Postal Service,         4, 1,  Pot, nil, 2, 1    ; Ato
Russian Empire,         0, 0,  PT,  nil, 1, 0    ; Aut         5
Local Industries,       0, 0,  Feu, nil, 3, 1    ; Ban
Industrialisation,      0, 0,  E1,  Mys, 3, 1    ; Bri
New Steel Industries,   4, 1,  Bri, E1,  3, 1    ; Bro
War Glorification,      0, 0,  PT,  nil, 0, 0    ; Cer
Day Bombing Raids,      6,-2,  AFl, War, 3, 3    ; Cmb	       10
Tank Assault,           6,-2,  Env, Iro, 3, 4    ; Chi
Massive Mortars,        6,-2,  Inv, Esp, 2, 4    ; CoL
German Fighters II,     7,-2,  Min, Phy, 2, 3    ; CA
Day Bombing Raids,      6,-2,  Fli, nil, 3, 3    ; Cmb	       15
Bolshevism,             0, 0,  PT, nil,  0, 1    ; Cmn
Improved Conditions,    4, 1,  San, MP,  3, 1    ; Cmp
Military Draft,         0, 0,  PT,  nil, 0, 0    ; Csc         
Patriotism,             0, 0,  PT,  nil, 0, 0    ; Cst
War Bond Companies,     6, 1,  Eco, nil, 2, 1    ; Cor
Banking,                6, 1,  PT,  nil, 2, 1    ; Cur	       20
Democracy,              0, 0,  PT,  nil, 0, 0    ; Dem
Wartime Economy,        6, 1,  Cur, nil, 2, 1    ; Eco
Organised Labour,       0, 0,  Ban, nil, 3, 1    ; E1
Romanov Dynasty,        0, 0,  PT,  nil, 1, 0    ; E2
U-Boot Raiders,         7,-2,  Inv, SFl, 2, 2    ; Eng         25
Armoured Cars,          6,-2,  Gen, Stl, 3, 4    ; Env
Heavy Mortars,          6,-2,  Tac, nil, 2, 4    ; Esp
Allied Fighters III,    6,-2,  Met, Ref, 2, 3    ; Exp
Rural Industries,       0, 0,  PT,  nil, 3, 1    ; Feu
Basic Warplanes,        5,-1,  Mat, nil, 1, 3    ; Fli         30
Oriental Imperialism,   0, 0,  no,  no,  0, 0    ; Fun
Colonial Troops,        6,-2,  Ldr, PT,  0, 0    ; FP
Mass Infantry Tactics,  6,-2,  Iro, nil, 1, 4    ; Gen
Bolshevik Uprising,     0, 0,  no, no,   0, 1    ; Gue
Japanese Modernisation, 0, 0,  Ind, nil, 2, 0    ; Gun         35
Cavalry Troops,         6,-2,  Ldr, nil, 0, 0    ; Hor
Japanese Empire,        0, 0,  PT,  nil, 2, 0    ; Ind
German Empire,          0, 0,  PT,  nil, 1, 1    ; Inv
Trench Warfare,         6,-2,  Ldr, nil, 1, 4    ; Iro
Labour Union,           4, 1,  Sup, nil, 3, 1    ; Lab	       40
Schlieffen Plan,        0, 0,  Inv, nil, 1, 1    ; Las
Officer Corps,          0, 0,  PT,  nil, 0, 0    ; Ldr
Newspapers,             4, 1,  Pot, nil, 2, 1    ; Lit
New Mining Industries,  4, 1,  Bri, E1,  3, 1    ; Too
Dreadnoughts,           7,-2,  Sea, nil, 3, 2    ; Mag         45
Light Warships,         6,-2,  Nav, nil, 1, 2    ; Map
Blockade Tactics,       6,-2,  Nav, Rob, 2, 2    ; Mas
Rationing,              7,-2,  Eco, nil, 2, 1    ; MP
Flying Corps,           0,-1,  PT,  nil, 1, 3    ; Mat
Beer Brewing,           7,-2,  Pot, nil, 2, 1    ; Med	       50
Allied Fighters II,     6,-2,  SE,  Phy, 2, 3    ; Met
German Fighters I,      6,-1,  PT,  nil, 2, 3    ; Min
New Allied Armies,      6,-1,  War, nil, 0, 0    ; Mob
Tzarist Imperialism,    0, 0,  no,  no,  0, 0    ; Mon
Public Houses,          4, 1,  Med, nil, 2, 1    ; MT          55          
Commerce,               0, 0,  PT,  nil, 2, 1    ; Mys
Naval Power,            6,-2,  PT,  nil, 3, 2    ; Nav
Battleships,            7,-2,  Mag, Tac, 3, 2    ; NF
Improved Naval Tactics, 6,-2,  Nav, Rad, 3, 2    ; NP
Prussianism,            0, 0,  PT,  nil, 1, 1    ; Phi	       60
Interrupter Gear,       6,-2,  AFl, nil, 1, 3    ; Phy
Moroccan Army,          6,-2,  Mob, FP,  0, 3    ; Pla
Twice Removed,          1, 0,  no,  no,  0, 0    ; Plu
The Great War,          1, 0,  Plu, nil, 0, 0    ; PT
Trading Economy,        0, 0,  Mys, Tra, 2, 1    ; Pot         65
Radio Communications,   6,-2,  Ldr, Rec, 1, 4    ; Rad
Improved Railway,       6,-2,  Alp, nil, 0, 2    ; RR
Total War Industry,     4,-2,  Sup, Eco, 3, 1    ; Rec
Improved Fighters,      6,-2,  Phy, nil, 2, 3    ; Ref
Import More Food,       5, 1,  Tra, nil, 2, 1    ; Rfg         70
European Imperialism,   0, 0,  no,  no,  0, 0    ; Rep
Merchant Shipping,      6,-2,  Nav, The, 1, 2    ; Rob
Poison Gas Shells,      4,-2,  Che, Tac, 1, 4    ; Roc
Tenement Housing,       4, 1,  Lab, Eco, 3, 1    ; San
Battlecruisers,         6,-2,  Map, nil, 3, 2    ; Sea         75
Submarines,             6,-2,  Mas, nil, 2, 2    ; SFl
Allied Air Bombardment, 6,-2,  Cmb, nil, 3, 3    ; Sth
Allied Fighters I,      6,-2,  AFl, War, 1, 3    ; SE
Increased Arms Output,  6,-2,  Rec, Cor, 3, 1    ; Stl
New Factories,          7,-2,  Bro, Ast, 3, 1    ; Sup         80
Improved Ballistics,    6, 2,  Whe, nil, 2, 4    ; Tac
Export More Goods,      5, 1,  Tra, nil, 2, 1    ; The
German Fighters III,    7,-2,  CA,  Ref, 2, 3    ; ToG
Supply and Demand,      4, 1,  PT,  nil, 2, 1    ; Tra
Recruitment,            7,-2,  Ldr, Lit, 2, 1    ; Uni         85
Armies of the Entente,  6,-2,  PT,  nil, 0, 0    ; War
Artillery,              6,-2,  PT,  nil, 2, 4    ; Whe
Advanced Allied Tank,   6,-2,  War, Chi, 0, 3    ; Wri
New War Plan,           0, 0,  nil, nil, 0, 0    ; ...
ANZAC Forces,           4,-2,  no,  no,  3, 0    ; U1	       90
Canadian Army,          5,-2,  no,  no,  3, 0    ; U2
American Army,          6,-2,  no,  no,  3, 0    ; U3
Italian Army,           1, 0,  no,  no,  0, 0    ; X1
Turkish Army,           1, 0,  no,  no,  0, 0    ; X2
Austrian Army,          1, 0,  no,  no,  0, 0    ; X3          95
Anti-Central Propaganda,1, 0,  no,  no,  0, 0    ; X4
Anti-Entente Propaganda,1, 0,  no,  no,  0, 0    ; X5
Zepplin Construction,   0, 0,  Inv, nil, 0, 0    ; X6
German Air Bombardment, 6,-2,  X6,  Las, 3, 3    ; X7	       99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Capital,                  1,  0,    no,
Barracks,                 6,  3,    Csc,
City Supplies,            6,  2,    Tra,
City Newpaper,            6,  1,    Lit,
Bank,                     12, 1,    Cur,
Post Service,             8,  2,    Ato,
Courthouse,               8,  2,    nil,
City Defences,            8,  3,    Csc,
Rail Station,             12, 2,    Alp,
Local Industries,         14, 1,    Ban,
Beer Hall,                10, 1,    Med,
Picture Hall,             12, 1,    MT,
Penal Colony,             12, 3,    RR,
Increased Wages,          6,  4,    Lab,
Factory,                  20, 4,    Bri,
Total War Production,      6,12,    Rec,
Air Defense,              20, 4,    Esp,
Factory Guards,           10, 4,    Cmp,
Local Mining,             16, 4,    Too,
Increased Output,          6, 9,    Stl,
Munitions Plant,          16, 3,    Sup,
War Bonds Plan,           16, 1,    Cor,
Better Housing,           12, 2,    San,
Imported Food,            10, 2,    Rfg,
Capital Rail Yard,        20, 1,    RR,
Officer Academy,          16, 3,    Uni,
Flak Guns,                10, 3,    Sth,
Coastal Patrol Fleet,     12, 3,    Map,
Army Garrison,            12, 4,    Gen,
Harbour,                  10, 1,    Nav,
City Port,                16, 3,    Sup,
Aerodrome,                20, 4,    Mat,
Firing Squads,            10, 3,    Cer,
Shipyard,                 12, 3,    Nav,
Nope,                     1,  0,    no,
Nope,                     1,  0,    no,
Nope,                     1,  0,    no,
City Commerce,            60, 0,    Eco,
Japanese Fishing Fleet,   10, 0,    nil,
Eternal City,             10, 0,    nil,
British Sea Commerce,     10, 0,    nil,
Zeebrugge Naval Base,     10, 0,    nil,
Nope,                     1,  0,    no,
Fleet Street,             10, 0,    nil,
German Invasion Effort,   10, 0,    nil,
Sturmtruppen Regiments,   80, 4,    Amp,
Adlerwerke Industries,    10, 0,    nil,
Hagia Sophia,             10, 0,    nil,
Famous Beer Brand,        50, 1,    The,
Science Investment,       50, 4,    Ast,
Clyde Shipyards,          10, 3,    nil,
Champs-Elyses,           10, 0,    nil,
Nope,                     1,  0,    no,
Belgian Region,           10, 0,    nil,
Secret Agency,            60, 3,    Rad,
American Assistance,      60, 0,    U3,
War Science Effort,      200, 0,    Rec,
Statue of Liberty,        10, 0,    nil,
British Diplomats,        10, 0,    nil,
Winter Palace,            10, 0,    nil,
Trans-National Railway,   80, 2,    RR,
The Flying Circus,        20, 4,    CA,
Russian Civil War,        10, 9,    Cmn,
Nope,                     1,  0,    no,
Shogun Academy,           60, 2,    Gun,
Prussian War Morale,      10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Ldr,        ; Great Library
nil,        ; Oracle
Las,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Ldr,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
Gue,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Mob,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Engineers,        nil, 0,  1.,0,  0a,1d,  4h,1f,  6,0,  5, E1,  000000000000000
Eindecker,        CA,  1,  3.,2,  3a,2d,  4h,2f,  8,0,  3, Min, 000000000010000
French Infantry,  Mob, 0,  1.,0,  3a,2d,  4h,1f,  8,0,  0, War, 000000000000000
French Poilu,     X5,  0,  1.,0,  2a,3d,  4h,1f,  6,0,  1, Mob, 000000000000000
BEF,              nil, 0,  1.,0,  4a,2d,  4h,1f,  6,0,  0, no,  000000000000100
British Infantry, X5,  0,  1.,0,  2a,3d,  4h,1f,  6,0,  1, Mob, 000010000000000
Recon Plane,      nil, 1,  3.,2,  0a,1d,  4h,2f,  6,0,  3, Fli, 000000000000001
Fokker DVII,      X4,  1,  1.,0,  5a,3d,  4h,2f,  9,0,  0, ToG, 000000001010001
Fanatic Raiders,  nil, 0,  2.,0,  6a,2d,  3h,1f,  1,0,  0, no,  000001000000010
Bolsheviks,       nil, 0,  2.,0,  9a,1d,  4h,2f,  1,0,  0, no,  000001000000010
Fucilieri,        X5,  0,  1.,0,  2a,2d,  4h,1f,  5,0,  0, X1,  000000000000000
Austrian Infantry,X4,  0,  1.,0,  1a,2d,  4h,1f,  6,0,  1, X3,  000000000000000
Prussian Infantry,Las, 0,  1.,0,  4a,2d,  4h,1f,  8,0,  0, Phi, 000000000000000
German Infantry,  X4,  0,  1.,0,  2a,3d,  4h,1f,  6,0,  1, Las, 000000000000100
Armoured Car,     X4,  0,  2.,0,  3a,4d,  4h,1f,  8,0,  0, Env, 000000000000010
Cavalry,          X5,  0,  2.,0,  2a,3d,  3h,1f,  7,0,  0, Hor, 000000000000010
Cossack Cavalry,  X5,  0,  2.,0,  3a,1d,  3h,1f,  7,0,  0, Aut, 000000000000010
Cavalry,          X4,  0,  2.,0,  2a,3d,  3h,1f,  7,0,  0, Hor, 000000000000010
Nieuport 17,      X5,  1,  3.,2,  3a,2d,  4h,2f,  6,0,  3, SE,  000000000010000
Spad 7/13,        X5,  1,  3.,2,  3a,2d,  4h,2f,  6,0,  3, Met, 000000000010000
Gotha G5,         X4,  1,  5.,2,  8a,1d,  4h,2f, 11,0,  0, Las, 000000001000000
DeHavilland DH-4, X5,  1,  3.,2,  5a,1d,  4h,2f,  6,0,  0, Cmb, 000000001000000
MKIV Tank,        X5,  0,  2.,0, 10a,3d,  4h,1f, 10,0,  0, Chi, 001000001000000
Field Gun,        X5,  0,  1.,0,  5a,1d,  3h,1f,  6,0,  0, Whe, 000000001000000
Howitzer,         X5,  0,  1.,0,  7a,1d,  3h,1f,  8,0,  0, Esp, 000000001000001
Field Gun,        X4,  0,  1.,0,  5a,1d,  3h,1f,  6,0,  0, Whe, 000000001000000
Howitzer,         X4,  0,  1.,0,  7a,1d,  3h,1f,  8,0,  0, Esp, 000000001000001
Monoplane Fighter,X7,  1,  3.,1,  2a,2d,  4h,2f,  6,0,  3, AFl, 000000000010001
Biplane Fighter,  X7,  1,  3.,1,  3a,3d,  4h,2f,  6,0,  3, Ref, 000000000010001
Zeppelin,         X4,  1,  4.,4,  4a,1d,  6h,2f, 14,0,  2, Inv, 100000000000001
Sopwith Camel,    X5,  1,  3.,1,  4a,3d,  4h,2f,  6,0,  3, Exp, 000000000010001
Handley Page,     X5,  1,  5.,2,  8a,1d,  4h,2f, 11,0,  0, Sth, 000000001000000
FE2B Fighter,     X5,  1,  3.,2,  3a,2d,  4h,2f,  6,0,  3, SE,  000000000010000
Albatros DII/III, X4,  1,  3.,2,  3a,3d,  4h,2f,  6,0,  3, CA,  000000000010000
Richthofen,       nil, 1,  3.,2,  6a,4d,  4h,3f,  6,0,  3, no,  000000000010000
Red Baron,        nil, 1,  3.,2,  8a,6d,  4h,3f,  6,0,  3, no,  000000000010000
Ocean Liner,      nil, 2,  4.,0,  0a,4d,  4h,1f, 12,6,  0, Rob, 000000000000000
Destroyer,        nil, 2,  5.,0,  3a,4d,  6h,1f,  8,0,  2, Map, 000000000000000
Cruiser,          nil, 2,  4.,0,  5a,6d,  6h,1f, 10,0,  2, Sea, 000000000000000
Dreadnought,      nil, 2,  4.,0,  7a,8d,  6h,1f, 12,0,  2, Mag, 000000000000001
Battleship,       nil, 2,  4.,0, 11a,12d, 6h,2f, 14,0,  2, NF,  000000000000001
Submarine,        Eng, 2,  3.,0, 12a,2d,  4h,2f,  8,0,  2, SFl, 000000000001001
U-Boot,           X4,  2,  5.,0, 14a,3d,  4h,2f,  8,0,  2, Eng, 000000000001001
Freighter,        nil, 2,  5.,0,  0a,2d,  2h,1f,  8,4,  0, Rob, 000000000000000
Bersaglieri,      X5,  0,  1.,0,  3a,3d,  4h,1f,  9,0,  0, X1,  000000000000000
Poison Gas,       nil, 1,  3.,1, 12a,0d,  1h,2f,  9,0,  0, Roc, 001000000000000
Garrison,         nil, 0,  1.,0,  2a,2d,  4h,1f,  6,0,  1, FP,  000000000000000
Defended Trench,  nil, 0,  0.,0,  4a,4d,  4h,1f,  1,0,  7, no,  000010000000000
Armoured Car,     X5,  0,  2.,0,  3a,4d,  4h,1f,  8,0,  0, Env, 000000000000010
Supply Truck,     nil, 0,  2.,0,  0a,1d,  3h,1f,  9,0,  7, Tra, 000000000000000
Moroccan troops,  X5,  0,  1.,0,  3a,2d,  4h,1f,  6,0,  1, Pla, 000010000000000
Vickers MG,       X5,  0,  1.,0,  4a,3d,  4h,1f,  7,0,  1, Gen, 000010000000000
MG-8 MG,          X4,  0,  1.,0,  4a,3d,  4h,1f,  7,0,  1, Gen, 000010000000000
Krupps Mortar,    X4,  0,  1.,0, 10a,2d,  4h,1f, 12,0,  0, CoL, 000000001000001
Imperial Infantry,X5,  0,  1.,0,  4a,2d,  4h,1f,  8,0,  0, Ind, 000000000000100
Tzarist Infantry, X5,  0,  1.,0,  2a,2d,  4h,1f,  5,0,  0, Aut, 000000000000000
Stormtroopers,    X4,  0,  1.,0,  7a,2d,  4h,1f,  9,0,  0, Amp, 000000000000100
American Infantry,X5,  0,  1.,0,  5a,3d,  4h,1f, 11,0,  0, U3,  000000000000100
ANZAC Infantry,   X5,  0,  1.,0,  4a,2d,  4h,1f,  9,0,  0, U1,  000000000000100
Canadian Infantry,X5,  0,  1.,0,  4a,3d,  4h,1f,  9,0,  0, U2,  000001000000000
FT17 Tank,        X5,  0,  2.,0, 10a,4d,  4h,1f, 11,0,  0, Wri, 001000001000000
Turkish Infantry, X4,  0,  1.,0,  2a,2d,  4h,2f,  7,0,  0, X2,  000000000000100

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 4, 1,   no,  0, 0,  0,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 2, 3, 1,   For, 0,24,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 2, 3, 1,   For, 0,24,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0,12, 1,   no,  0, 0,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   no,  1,10, 0,   yes, 2,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  1,  Hil,   ; Mou
Commercial, 1,2,  1,6,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Frozen,     2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   no,  0, 0, 0,   yes, 4,10,  1,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,24, 1,   no,  0, 0,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Livestock,  1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Paper,      2,3,  1,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Pyramids,   1,2,  1,1,9
Pines,      2,2,  1,1,1,
Rubber,     2,3,  1,4,1,
Gems,       2,3,  1,0,4,
Fishing,    1,2,  4,0,0,
Palms,      1,2,  0,1,0,
Wheat,      1,2,  6,1,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,5,0,
Ore,        2,4,  1,4,0,
Iron,       3,6,  0,4,0,
Minerals,   1,2,  1,7,1
Rocks,      2,2,  0,0,0,
Sugar,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Sea Trade,  1,2,  3,3,3,




@GOVERNMENTS
Anarchy,        Sir,         Madame
Alliance,       President,   President
Tzarism,        Tzar,        Tzarina
Communism,      Comrade,     Comrade
Orientalism,    Emperor,     Empress
Imperialism,    Emperor,     Empress
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,      
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     3, Kamerad, Kamerad, 5, Kaiser, Kaiserina, 
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     1, President, President 
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     5, King, Queen
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Tzar, Czarina, 3, Comrade, Comrade
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,     
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,     
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     5, King, Queen
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,     
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     4, Emperor, Empress
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     5, Sultan, Sultana
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Ammo,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious













